Fixed looping sounds in the new sound code
svn-id: r46477
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parent
fd5e548bb2
commit
0d82924fbe
2 changed files with 3 additions and 3 deletions
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@ -611,8 +611,8 @@ void MidiParser_SCI::parseNextEvent(EventInfo &info) {
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info.ext.data = _position._play_pos;
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_position._play_pos += info.length;
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if (info.ext.type == 0x2F) {// end of track reached
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int loop = GET_SEL32V(_segMan, _pSnd->soundObj, loop);
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if (loop) {
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int16 loop = GET_SEL32V(_segMan, _pSnd->soundObj, loop);
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if (loop == 0xFFFF) {
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jumpToTick(_loopTick);
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PUT_SEL32V(_segMan, _pSnd->soundObj, loop, loop--);
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} else {
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@ -779,7 +779,7 @@ void SoundCommandParser::cmdSetHandlePriority(reg_t obj, int16 value) {
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void SoundCommandParser::cmdSetHandleLoop(reg_t obj, int16 value) {
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if (!GET_SEL32(_segMan, obj, nodePtr).isNull()) {
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PUT_SEL32V(_segMan, obj, loop, value);
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PUT_SEL32V(_segMan, obj, loop, value == 0xFFFF ? 0xFFFF : 1);
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#ifdef USE_OLD_MUSIC_FUNCTIONS
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SongHandle handle = FROBNICATE_HANDLE(obj);
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_state->sfx_song_set_loops(handle, value);
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